Team Tourney Game 2/5: Lost Colony vs. Wood ElvesLost Colony: Dreadlord on dark pegasus: general, lance, heavy armour, sea dragon cloak, shield, dawnstone, cloak of twilight: 289
Supreme sorceress: lvl 4 heavens, ring of hotek, dispel scroll: 295
Master on dark peagasus: heavy armour, sea dragon cloak, shield, sword of might, potion of strength, dragonbane gem: 177
Master on dark pegasus: BSB, great weapon, heavy armour, sea dragon cloak, talisman of preservation, charmed shield: 209
2x 5 dark riders, musician, champion, shields, crossbows: 2x 120
20 spearmen, FCG: 210
10 witch elves, FCG, banner of eternal flame: 150
4x reaper bolt thrower: 4x 70
2x 10 har ganeth executioners, musician: 2x 130
5 harpies: 75
5 shades, additional hand weapons: 90
5 doomfire warlocks: 125
Wood Elves: Spellweaver: General, Lvl 4, Death, Obsidian Amulet, Power Scroll, Elven Steed, 305
Spellsinger: Lvl 2, Shadow, Dispel Scroll, Elven Steed, 150
Glade Captain: BSB, Asrai Spear, Shield, Bow of Loren, Hail of Doom Arrow, Elven Steed, 164
2x 10 Dryads: 110
2x 12 Glade Guard: Musician, Hagbane Tips, 190
6 Deepwood Scouts: Starfire Shafts, 102
7 Sisters of the Thorn: Standard Bearer, Banner of Eternal Flame, 202
3 Warhawk Riders: 135
2x 5 Wild Riders: Shield, 140
2x 1 Great Eagle: 50
2x 9 Waywatcher: 180
At first, I was considering all wood elves a bad matchup for me as too many arrows would tear me apart and I have not that much speed. When I looked at this army closer, though, I noticed there was not that much shooting – 2x9 waywatchers are superb if used right of course and glade guard with poisonous arrows is not to be underestimated either but with four bolt throwers and some crossbows my shooting could have matched the opponent's; besides, I could have harmed him with magic far more than he could have harmed me. This is why I volunteered to take on the woodies; my teammates who would have had trouble chasing the guerrillas were then free to destroy some big blocks.
The basic strategy was simple: kill his waywatchers so that my heroes are free to fly around; kill or lock in combat his glade guard; then kill the rest. Easy, right?
Spells: Spellweaver: doom and darkness, soulblight, caress of laniph, spirit leech
Spellsinger: miasma, pendulum
Supreme sorceress: blizzard, curse of the midnight wind, thunderbolt, chain lightning
Deployment
I started with fast cavalry, knowing the units could easily redeploy somewhere in cover. I am not sure how I did this but I managed to hide most of my units in soft cover at worst; harpies and western executioners were hidden completely.
An interesting situation emerged with the placement of scouts. I contemplated manning the wall in the middle where his waywatchers then ended but decided not to do it: I was worried a unit of warhawks could kill them for nothing or that they would be exposed to all shooting my opponent could want to throw at them. Therefore, I sent them west to fight the deepwood scouts (out of charge arc of the wild riders, the picture is not perfect). My opponent then put his waywatchers in this exact place.
Because of the waywatchers I stayed put with my warlocks and eastern dark riders.
One thing before I forget it: my dreadlord should have joined witch elves instead of executioners. It is very easy for the witch elves to force some panic checks but the witches have 0% chance of fleeing.
I completed deployment first and seized the initiative.
Lost Colony, Turn 1
First I declared a charge with dark riders against a unit of waywatchers. They stood and shot, killed two and my noble cavalrymen panicked. Luckily, they stopped just at the board edge and did not panic the executioners behind them.
Second I charged warlocks against the same waywatchers who stood. It had to be quite a close charge if I had been able to place my own scouts there – some 14 or 15 inches at most I guess – but they did not make it.
I then shuffled forwards a bit – shades in short range from scouts and out of the charge arc of wild riders (who might have vanguarded a bit), sorceress in range of waywatchers. BSB executioners advanced under the cover of the hill, hoping to get into a fight somewhere; dreadlord execs carried him forwards so that he would be able to charge something next turn. The dark riders that had not charged were able to position so that they were shooting at the waywatchers from the flank (so no hard cover for the wall) and at the same time remaining hidden from the glade guards.
Shooting and magic was enough to kill eight waywatchers from one unit and one from the other (a chain lightning I assume) and panic the eastern warhawks. In addition, three deepwood scouts died.
No close combat despite my two charges.
Wood Elves, Turn 1
Wild riders on the east charged a bolt thrower, destroyed it suffering one return casualty and overran into my PoS master. I really could have placed him to make this impossible.
Warhawk riders rallied. The centre stayed more or less still; the western flank moved to encircle my forces.
As the first spell of the game, the spellweaver cast a spirit leach on my BSB with irresistible force. My hero was unharmed as we both rolled a 1; the miscast result drained two levels off the mage and made him forget both spirit leach and caress of laniph.
A glade guard unit shot at my bolt thrower with their poisonous arrows but killed only one crew member. Shades were turned into pin cushions with the javelins of sisters and arrows of scouts and glade guards.
Lost Colony, Turn 2
One unit of waywatchers was still remaining. My general now personally gave chase to them – and failed again. Fleeing dark riders rallied.
Harpies failed their march block and so they hug the board edge to escape the attention of wild riders. Executioners with tried to hide behind a hill, spearmen and dark riders shuffled in range. The other executioners repositioned a bit (I was obviously unsure what I wanted to do with them), witches were staying in cover, warlocks shielded my bolt thrower against the eagle.
Shooting and magic only achieved a little: a wild rider and two waywatchers from the bigger unit fell. In addition, the lone survivor from the other waywatcher unit was killed by a thunderbolt. There is no kill like overkill.
In combat my peg master fared well: he suffered two wounds but killed three wild riders and the combat continued with only one wood elf remaining.
Wood Elves, Turn 2
Wild riders found out I had not hidden my executioners with BSB well enough and charged them in the back. Ouch.
Fast units raced towards my bolt throwers. Other enemies just shuffled a bit to gain better shooting lines.
Shooting destroyed my dark riders and warlocks. A bolt thrower was poisoned beyond repair, too.
In the big combat, the wild riders showed why one should fear them and killed a ton of executioners. My BSB fought well, though, tanked some attacks and killed a few; then the execs added a wound or two – and suddenly it looked I might actually wipe out the attacking unit. But then the last wild rider remaining passed his 6+ ward save, the attackers survived, I failed a very low break test and was caught. This was a mistake that cost me some 450 points.
My pegasus master killed the remaining wild rider at least.
Lost Colony, Turn 3
My wounded PoS master charged the eagle that was threatening my bolt thrower. The spearmen block charged the last wild rider in the flank. Harpies were sent to fight the remaining deepwood scouts (still not sure if this was such a great idea – I rather think not). Finally, my dreadlord charged the waywatchers again. This time they attempted to flee but were caught. Sadly, the hero failed his free reform test. This turn, all my charges were successful.
The sorceress managed to cast curse of the midnight wind on a glade guard unit and blizzard on the scouts. One bolt thrower singlehandedly killed the nearing eagle; on the other hand, I was unable to harm the warhawks.
Combats went well: the wild rider survived but lost his frenzy (and I was safe from arrows at least), two scouts died for one harpy casualty (they held) and my peg master easily killed the other eagle.
Wood Elves, Turn 3
The warhawks decided not to risk anything, charged my bolt thrower and overran off the board, making all my positioning mistakes irrelevant.
The cursed glade guard unit charged my harpies but they only killed two of them and the girls stuck as they dispatched the last scout. If I count correctly I must have rolled a three. Skillz.
Sisters closed to my bolt thrower. The BSB let his Hail Of Doom Arrow loose but did not kill it.
My remaining dark riders were shot down and the wild rider fighting my spears died. I reformed the unit six wide which allowed them to see the glade guard fighting harpies. If I remained five-wide the unit would have been obscured by the hill.
Lost Colony, Turn 4
My spearmen charged the glade guard in the flank. Witch elves advanced, hoping they could weather one salvo of arrows, and dreadlord closed to the elven firebase as well. PoS master tried to catch the warhawks in a trap and executioners ran to the fighting blocks.
Shooting was insignificant. In combat my harpies were finished off, the glade guard broke but I was unable to catch them.
Wood Elves, Turn 4
Sisters finished my bolt thrower with poisonous javelins, warhawks escaped my PoS master, a few witch elves were killed. The fleeing glade guard rallied; as they were behind the impassable terrain, there was no way I could have finished them.
Lost Colony, Turn 5
From this point on, I have no photos and so I might have forgotten something. Witch elves charged dryads and destroyed them. Dreadlord attacked the glade guard.
I think we played the Wood elf Turn 5 as well but there was nothing to do anyway. The only question at this point was if the glade guard could have survived the dreadlord's fury – and in the end, they were run down.
Added up, we got a 10:10 draw. So much work for a draw! It was a pleasurable game, though, with so many regiments on both sides trying to find openings.
After-battle thoughts: I think my evaluation of this matchup was correct. The wood elves had many threats but I in turn possessed tools to neutralise them. I might have even been at a slight advantage as apart from the waywatchers there was not that much what could have threatened my heroes. Actually, they should be able to wither one salvo of no armour shots as well though this is of course quite risky.
The biggest mistake was without doubt letting my executioners with BSB to be charged in the rear. I had the movement to prevent that, I just was not careful enough. I am actually not sure though If advancing was such a good idea at all – the unit could have easily defeated one unit of glade guards but a countercharge from dryads could have been nasty. It would have probably worked if the execs were joined by spearmen in the push but there was no cover available for them in turn. So maybe I should have kept my infantry back, protecting the bolt throwers, and only march in the open after the shooters would have been reduced? With waywatchers down my flyers should have been able to roam in the field unopposed and kill the glade guards quickly and then, everything else would have been free to act. In this game I was doing nothing for three turns with the BSB guarding execs, witches, spearmen and partially the other execs, waiting for the opportunity to storm the wood elf firebase. The units could have been useful in bolt thrower guarding duty. And it would have forced my opponent to come closer and potentially allow present an opening.
As a minor note, I am pleased that my spearmen accomplished something meaningful in combat this game. It is sad if they only act as a meat shield.
By the way, the safest spot for my dreadlord when facing so much shooting is actually in the witch elves. As long as one of them is standing there are no panic checks while madness of Khaine has only a minor chance of doing some harm due to dawnstone and T4.
Summed up am relatively pleased with how I took care of the waywatchers (given my awful dice rolls); I am not pleased with my handling of both executioners units (and with my futile attempts to catch the warhawks in general); I am OK with how the witches and spearmen did. The draw is probably an adequate result given my performance.
My team fought with mixed success: our orc drew their dark elf after some bad dice rolls, our WoC was defeated by a high elf, our lizardman drew a vampire count after his Slann blew up with a miscast and our ogre player tried to save it all by defeating a warrior of chaos. In the end, we lost 47:53. Had I not done the stupid mistake with my BSB we could have won.

If only by one point.

EDIT: My captain ordered me to specifically mention that he had lost his Slann due to a miscast on the first spell in the game and therefore him achieving the draw was an undisputable testament of his extremely skilful play. What can I do but comply if someone as mighty as him demands?
